R"(
// Set the default precision to medium. We don't need as high of a
precision mediump float;
// This is the color from the vertex shader interpolated across the
varying vec4 v_Color;
// The entry point for our fragment shader.
void main()                    		
{                              	
	// Pass through the color  R, G, B, A
    gl_FragColor =  v_Color;
}
)";